newtree/source/quakefs.c

1151 lines
22 KiB
C

/*
quakefs.c
virtual filesystem functions
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "qtypes.h"
#include "quakefs.h"
#include "sys.h"
#include "console.h"
#include "draw.h"
#include "cmd.h"
#include "cvar.h"
#include "commdef.h"
#include "qendian.h"
#include "info.h"
#include "server.h"
#include "va.h"
#include "qargs.h"
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#ifdef HAVE_UNISTD_H
#include <unistd.h>
#endif
#ifdef HAVE_STRINGS_H
#include <strings.h>
#endif
#include <fcntl.h>
#include <dirent.h>
#ifdef HAVE_FNMATCH_H
#include <fnmatch.h>
#endif
#ifdef WIN32
#include <io.h>
#endif
#ifdef _MSC_VER
#define _POSIX_
#endif
#include <limits.h>
// LordHavoc: win32 would not compile without this
#ifndef __const
#define __const const
#endif
#ifndef HAVE_FNMATCH_PROTO
int fnmatch (__const char *__pattern, __const char *__string, int __flags);
#endif
extern qboolean is_server;
/*
All of Quake's data access is through a hierchical file system, but the
contents of the file system can be transparently merged from several
sources.
The "user directory" is the path to the directory holding the quake.exe
and all game directories. This can be overridden with the "fs_sharepath"
and "fs_userpath" cvars to allow code debugging in a different directory.
The base directory is only used during filesystem initialization.
The "game directory" is the first tree on the search path and directory
that all generated files (savegames, screenshots, demos, config files)
will be saved to. This can be overridden with the "-game" command line
parameter. The game directory can never be changed while quake is
executing. This is a precacution against having a malicious server
instruct clients to write files over areas they shouldn't.
The "cache directory" is only used during development to save network
bandwidth, especially over ISDN / T1 lines. If there is a cache directory
specified, when a file is found by the normal search path, it will be
mirrored into the cache directory, then opened there.
*/
/*
=============================================================================
QUAKE FILESYSTEM
=============================================================================
*/
char gamedirfile[MAX_OSPATH];
cvar_t *fs_userpath;
cvar_t *fs_sharepath;
cvar_t *fs_basegame;
quakeparms_t host_parms;
int com_filesize;
/*
In-memory pack file structs
*/
typedef struct
{
char name[MAX_QPATH];
int filepos, filelen;
} packfile_t;
typedef struct pack_s
{
char filename[MAX_OSPATH];
QFile *handle;
int numfiles;
packfile_t *files;
} pack_t;
/*
Structs for pack files on disk
*/
typedef struct
{
char name[56];
int filepos, filelen;
} dpackfile_t;
typedef struct
{
char id[4];
int dirofs;
int dirlen;
} dpackheader_t;
#define MAX_FILES_IN_PACK 2048
char com_gamedir[MAX_OSPATH];
typedef struct searchpath_s
{
char filename[MAX_OSPATH];
pack_t *pack; // only one of filename / pack will be used
struct searchpath_s *next;
} searchpath_t;
searchpath_t *com_searchpaths;
searchpath_t *com_base_searchpaths; // without gamedirs
/*
COM_FileBase
*/
void
COM_FileBase (char *in, char *out)
{
char *s, *s2;
s = in + strlen(in) - 1;
while (s != in && *s != '.')
s--;
for (s2 = s ; *s2 && *s2 != '/' ; s2--)
;
if (s-s2 < 2)
strcpy (out,"?model?");
else
{
s--;
strncpy (out,s2+1, s-s2);
out[s-s2] = 0;
}
}
/*
COM_filelength
*/
int
COM_filelength (QFile *f)
{
int pos;
int end;
pos = Qtell (f);
Qseek (f, 0, SEEK_END);
end = Qtell (f);
Qseek (f, pos, SEEK_SET);
return end;
}
/*
COM_FileOpenRead
*/
int
COM_FileOpenRead (char *path, QFile **hndl)
{
QFile *f;
f = Qopen(path, "rbz");
if (!f)
{
*hndl = NULL;
return -1;
}
*hndl = f;
return COM_filelength(f);
}
/*
COM_Path_f
*/
void
COM_Path_f (void)
{
searchpath_t *s;
Con_Printf ("Current search path:\n");
for (s=com_searchpaths ; s ; s=s->next)
{
if (s == com_base_searchpaths)
Con_Printf ("----------\n");
if (s->pack)
Con_Printf ("%s (%i files)\n", s->pack->filename, s->pack->numfiles);
else
Con_Printf ("%s\n", s->filename);
}
}
/*
COM_Maplist_f
List map files in gamepaths.
*/
struct maplist {
char **list;
int count;
int size;
};
static struct maplist*
maplist_new()
{
return calloc(1, sizeof(struct maplist));
}
static void
maplist_free(struct maplist *maplist)
{
free (maplist->list);
free (maplist);
}
static void
maplist_add_map(struct maplist *maplist, char *fname)
{
char **new_list;
if (maplist->count == maplist->size) {
maplist->size += 32;
new_list = realloc (maplist->list, maplist->size * sizeof(char*));
if (!new_list) {
maplist->size -= 32;
return;
}
maplist->list = new_list;
}
maplist->list[maplist->count++] = fname;
}
static int
maplist_cmp(const void *_a, const void *_b)
{
char *a = *(char**)_a;
char *b = *(char**)_b;
int al = strstr (a, ".bsp") - a;
int bl = strstr (b, ".bsp") - b;
int cmp = strncmp (a, b, min (al, bl));
if (cmp == 0)
return al - bl;
return cmp;
}
static void
maplist_print(struct maplist *maplist)
{
int i;
char *end;
char *name;
if (maplist->count) {
qsort(maplist->list, maplist->count, sizeof(char *), maplist_cmp);
for (i=0; i<maplist->count - 1; i++) {
name = maplist->list[i];
end = strstr (name, ".bsp");
Con_Printf ("%-8.*s%c", end - name, name,
((i + 1) % 4) ? ' ' : '\n');
}
name = maplist->list[i];
end = strstr (name, ".bsp");
Con_Printf ("%-9.*s\n", end - name, name);
}
}
void
COM_Maplist_f ( void )
{
searchpath_t *search;
DIR *dir_ptr;
struct dirent *dirent;
char buf[MAX_OSPATH];
for (search = com_searchpaths ; search != NULL ; search = search->next) {
if (search->pack) {
int i;
pack_t *pak = search->pack;
struct maplist *maplist = maplist_new ();
Con_Printf ("Looking in %s...\n",search->pack->filename);
for (i=0 ; i<pak->numfiles ; i++) {
char *name=pak->files[i].name;
if (!fnmatch ("maps/*.bsp", name, FNM_PATHNAME)
|| !fnmatch ("maps/*.bsp.gz", name, FNM_PATHNAME))
maplist_add_map (maplist, name+5);
}
maplist_print (maplist);
maplist_free (maplist);
} else {
struct maplist *maplist = maplist_new ();
snprintf (buf, sizeof(buf), "%s/maps", search->filename);
dir_ptr = opendir(buf);
Con_Printf ("Looking in %s...\n",buf);
if (!dir_ptr)
continue;
while ((dirent = readdir (dir_ptr)))
if (!fnmatch ("*.bsp", dirent->d_name, 0)
|| !fnmatch ("*.bsp.gz", dirent->d_name, 0))
maplist_add_map (maplist, dirent->d_name);
closedir (dir_ptr);
maplist_print (maplist);
maplist_free (maplist);
}
}
}
/*
COM_WriteFile
The filename will be prefixed by the current game directory
*/
void
COM_WriteFile ( char *filename, void *data, int len )
{
QFile *f;
char name[MAX_OSPATH];
snprintf(name, sizeof(name), "%s/%s", com_gamedir, filename);
f = Qopen (name, "wb");
if (!f) {
Sys_mkdir(com_gamedir);
f = Qopen (name, "wb");
if (!f)
Sys_Error ("Error opening %s", filename);
}
Sys_Printf ("COM_WriteFile: %s\n", name);
Qwrite (f, data, len);
Qclose (f);
}
/*
COM_CreatePath
Only used for CopyFile and download
*/
void
COM_CreatePath ( char *path )
{
char *ofs;
char e_path[PATH_MAX];
Qexpand_squiggle (path, e_path);
path = e_path;
for (ofs = path+1 ; *ofs ; ofs++) {
if (*ofs == '/') { // create the directory
*ofs = 0;
Sys_mkdir (path);
*ofs = '/';
}
}
}
/*
COM_CopyFile
Copies a file over from the net to the local cache, creating any
directories needed. This is for the convenience of developers using
ISDN from home.
*/
void
COM_CopyFile (char *netpath, char *cachepath)
{
QFile *in, *out;
int remaining, count;
char buf[4096];
remaining = COM_FileOpenRead (netpath, &in);
COM_CreatePath (cachepath); // create directories up to the cache file
out = Qopen(cachepath, "wb");
if (!out)
Sys_Error ("Error opening %s", cachepath);
while (remaining)
{
if (remaining < sizeof(buf))
count = remaining;
else
count = sizeof(buf);
Qread (in, buf, count);
Qwrite (out, buf, count);
remaining -= count;
}
Qclose (in);
Qclose (out);
}
/*
COM_OpenRead
*/
QFile *
COM_OpenRead (const char *path, int offs, int len, int zip)
{
int fd=open(path,O_RDONLY);
unsigned char id[2];
unsigned char len_bytes[4];
if (fd==-1) {
Sys_Error ("Couldn't open %s", path);
return 0;
}
if (offs<0 || len<0) {
// normal file
offs=0;
len=lseek(fd,0,SEEK_END);
lseek(fd,0,SEEK_SET);
}
lseek(fd,offs,SEEK_SET);
if (zip) {
read(fd,id,2);
if (id[0]==0x1f && id[1]==0x8b) {
lseek(fd,offs+len-4,SEEK_SET);
read(fd,len_bytes,4);
len=((len_bytes[3]<<24)
|(len_bytes[2]<<16)
|(len_bytes[1]<<8)
|(len_bytes[0]));
}
}
lseek(fd,offs,SEEK_SET);
com_filesize=len;
#ifdef WIN32
setmode(fd,O_BINARY);
#endif
if (zip)
return Qdopen(fd,"rbz");
else
return Qdopen(fd,"rb");
}
int file_from_pak; // global indicating file came from pack file ZOID
/*
COM_FOpenFile
Finds the file in the search path.
Sets com_filesize and one of handle or file
*/
int
_COM_FOpenFile (char *filename, QFile **gzfile, char *foundname, int zip)
{
searchpath_t *search;
char netpath[MAX_OSPATH];
pack_t *pak;
int i;
int findtime;
#ifdef HAVE_ZLIB
char gzfilename[MAX_OSPATH];
int filenamelen;;
filenamelen = strlen(filename);
strncpy(gzfilename,filename,sizeof(gzfilename));
strncat(gzfilename,".gz",sizeof(gzfilename));
#endif
file_from_pak = 0;
//
// search through the path, one element at a time
//
for (search = com_searchpaths ; search ; search = search->next)
{
// is the element a pak file?
if (search->pack)
{
// look through all the pak file elements
pak = search->pack;
for (i=0 ; i<pak->numfiles ; i++) {
char *fn=0;
#ifdef HAVE_ZLIB
if (!strncmp(pak->files[i].name, filename, filenamelen)) {
if (!pak->files[i].name[filenamelen])
fn=filename;
else if (!strcmp (pak->files[i].name, gzfilename))
fn=gzfilename;
}
#else
if (!strcmp (pak->files[i].name, filename))
fn=filename;
#endif
if (fn)
{ // found it!
if (developer->int_val)
Sys_Printf ("PackFile: %s : %s\n",pak->filename, fn);
// open a new file on the pakfile
strncpy(foundname, fn, MAX_OSPATH);
*gzfile=COM_OpenRead(pak->filename, pak->files[i].filepos,
pak->files[i].filelen, zip);
file_from_pak = 1;
return com_filesize;
}
}
}
else
{
// check a file in the directory tree
snprintf(netpath, sizeof(netpath), "%s/%s",search->filename,
filename);
strncpy(foundname, filename, MAX_OSPATH);
findtime = Sys_FileTime (netpath);
if (findtime == -1) {
#ifdef HAVE_ZLIB
strncpy(foundname, gzfilename, MAX_OSPATH);
snprintf(netpath, sizeof(netpath), "%s/%s",search->filename,
gzfilename);
findtime = Sys_FileTime (netpath);
if (findtime == -1)
#endif
continue;
}
if(developer->int_val)
Sys_Printf ("FindFile: %s\n",netpath);
*gzfile=COM_OpenRead(netpath, -1, -1, zip);
return com_filesize;
}
}
if(developer->int_val)
Sys_Printf ("FindFile: can't find %s\n", filename);
*gzfile = NULL;
com_filesize = -1;
return -1;
}
int
COM_FOpenFile (char *filename, QFile **gzfile)
{
char foundname[MAX_OSPATH];
return _COM_FOpenFile (filename, gzfile, foundname, 1);
}
cache_user_t *loadcache;
byte *loadbuf;
int loadsize;
/*
COM_LoadFile
Filename are relative to the quake directory.
Allways appends a 0 byte to the loaded data.
*/
byte *
COM_LoadFile (char *path, int usehunk)
{
QFile *h;
byte *buf;
char base[32];
int len;
buf = NULL; // quiet compiler warning
// look for it in the filesystem or pack files
len = com_filesize = COM_FOpenFile (path, &h);
if (!h)
return NULL;
// extract the filename base name for hunk tag
COM_FileBase (path, base);
if (usehunk == 1)
buf = Hunk_AllocName (len+1, base);
else if (usehunk == 2)
buf = Hunk_TempAlloc (len+1);
else if (usehunk == 0)
buf = calloc (1, len+1);
else if (usehunk == 3)
buf = Cache_Alloc (loadcache, len+1, base);
else if (usehunk == 4)
{
if (len+1 > loadsize)
buf = Hunk_TempAlloc (len+1);
else
buf = loadbuf;
}
else
Sys_Error ("COM_LoadFile: bad usehunk");
if (!buf)
Sys_Error ("COM_LoadFile: not enough space for %s", path);
((byte *)buf)[len] = 0;
if (!is_server) {
Draw_BeginDisc();
}
Qread (h, buf, len);
Qclose (h);
if (!is_server) {
Draw_EndDisc();
}
return buf;
}
byte *
COM_LoadHunkFile (char *path)
{
return COM_LoadFile (path, 1);
}
byte *
COM_LoadTempFile (char *path)
{
return COM_LoadFile (path, 2);
}
void
COM_LoadCacheFile (char *path, struct cache_user_s *cu)
{
loadcache = cu;
COM_LoadFile (path, 3);
}
// uses temp hunk if larger than bufsize
byte *
COM_LoadStackFile (char *path, void *buffer, int bufsize)
{
byte *buf;
loadbuf = (byte *)buffer;
loadsize = bufsize;
buf = COM_LoadFile (path, 4);
return buf;
}
/*
COM_LoadPackFile
Takes an explicit (not game tree related) path to a pak file.
Loads the header and directory, adding the files at the beginning
of the list so they override previous pack files.
*/
pack_t *
COM_LoadPackFile (char *packfile)
{
dpackheader_t header;
int i;
packfile_t *newfiles;
int numpackfiles;
pack_t *pack;
QFile *packhandle;
dpackfile_t info[MAX_FILES_IN_PACK];
if (COM_FileOpenRead (packfile, &packhandle) == -1)
return NULL;
Qread (packhandle, &header, sizeof(header));
if (header.id[0] != 'P' || header.id[1] != 'A'
|| header.id[2] != 'C' || header.id[3] != 'K')
Sys_Error ("%s is not a packfile", packfile);
header.dirofs = LittleLong (header.dirofs);
header.dirlen = LittleLong (header.dirlen);
numpackfiles = header.dirlen / sizeof(dpackfile_t);
if (numpackfiles > MAX_FILES_IN_PACK)
Sys_Error ("%s has %i files", packfile, numpackfiles);
newfiles = calloc (1, numpackfiles * sizeof(packfile_t));
Qseek (packhandle, header.dirofs, SEEK_SET);
Qread (packhandle, info, header.dirlen);
// parse the directory
for (i=0 ; i<numpackfiles ; i++)
{
strcpy (newfiles[i].name, info[i].name);
newfiles[i].filepos = LittleLong(info[i].filepos);
newfiles[i].filelen = LittleLong(info[i].filelen);
}
pack = calloc (1, sizeof (pack_t));
strcpy (pack->filename, packfile);
pack->handle = packhandle;
pack->numfiles = numpackfiles;
pack->files = newfiles;
Con_Printf ("Added packfile %s (%i files)\n", packfile, numpackfiles);
return pack;
}
#define FBLOCK_SIZE 32
#define FNAME_SIZE MAX_OSPATH
// Note, this is /NOT/ a work-alike strcmp, this groups numbers sanely.
//int qstrcmp(const char *val, const char *ref)
int qstrcmp(char **os1, char **os2)
{
int in1, in2, n1, n2;
char *s1, *s2;
s1 = *os1;
s2 = *os2;
while (1) {
in1 = in2 = n1 = n2 = 0;
if ((in1 = isdigit((int) *s1)))
n1 = strtol(s1, &s1, 10);
if ((in2 = isdigit((int) *s2)))
n2 = strtol(s2, &s2, 10);
if (in1 && in2) {
if (n1 != n2)
return n1-n2;
} else {
if (*s1 != *s2)
return *s1 - *s2;
else if (*s1 == '\0')
return *s1 - *s2;
s1++;
s2++;
}
}
}
void
COM_LoadGameDirectory(char *dir)
{
searchpath_t *search;
pack_t *pak;
DIR *dir_ptr;
struct dirent *dirent;
char **pakfiles = NULL;
int i = 0, bufsize = 0, count = 0;
Con_DPrintf ("COM_LoadGameDirectory (\"%s\")\n", dir);
pakfiles = calloc(1, FBLOCK_SIZE * sizeof(char *));
bufsize += FBLOCK_SIZE;
if (!pakfiles)
goto COM_LoadGameDirectory_free;
for (i = count; i < bufsize; i++) {
pakfiles[i] = NULL;
}
dir_ptr = opendir(dir);
if (!dir_ptr)
return;
while ((dirent = readdir(dir_ptr))) {
if (!fnmatch("*.pak", dirent->d_name, 0)) {
if (count >= bufsize) {
bufsize += FBLOCK_SIZE;
pakfiles = realloc(pakfiles, bufsize * sizeof(char *));
if (!pakfiles)
goto COM_LoadGameDirectory_free;
for (i = count; i < bufsize; i++)
pakfiles[i] = NULL;
}
pakfiles[count] = malloc(FNAME_SIZE);
snprintf(pakfiles[count], FNAME_SIZE - 1, "%s/%s", dir,
dirent->d_name);
pakfiles[count][FNAME_SIZE - 1] = '\0';
count++;
}
}
closedir(dir_ptr);
// XXX WARNING!!! This is /NOT/ subtable for strcmp!!!!!
// This passes 'char **' instead of 'char *' to the cmp function!
qsort(pakfiles, count, sizeof(char *),
(int (*)(const void *, const void *)) qstrcmp);
for (i = 0; i < count; i++) {
pak = COM_LoadPackFile(pakfiles[i]);
if (!pak) {
Sys_Error(va("Bad pakfile %s!!", pakfiles[i]));
} else {
search = calloc (1, sizeof(searchpath_t));
search->pack = pak;
search->next = com_searchpaths;
com_searchpaths = search;
}
}
COM_LoadGameDirectory_free:
for (i = 0; i < count; i++)
free(pakfiles[i]);
free(pakfiles);
}
/*
COM_AddDirectory
Sets com_gamedir, adds the directory to the head of the path,
then loads and adds pak1.pak pak2.pak ...
*/
void
COM_AddDirectory (char *dir)
{
searchpath_t *search;
char *p;
char e_dir[PATH_MAX];
Qexpand_squiggle (dir, e_dir);
dir = e_dir;
if ((p = strrchr(dir, '/')) != NULL) {
strcpy (gamedirfile, ++p);
strcpy (com_gamedir, dir);
} else {
strcpy (gamedirfile, dir);
strcpy (com_gamedir, va("%s/%s", fs_userpath->string, dir));
}
//
// add the directory to the search path
//
search = calloc (1, sizeof(searchpath_t));
strcpy (search->filename, dir);
search->next = com_searchpaths;
com_searchpaths = search;
//
// add any pak files in the format pak0.pak pak1.pak, ...
//
COM_LoadGameDirectory (dir);
}
/*
COM_AddGameDirectory
FIXME: this is a wrapper for COM_AddDirectory (which used to be
this function) to have it load share and base paths. Whenver
someone goes through to clean up the fs code, this function should
merge with COM_AddGameDirectory.
*/
void
COM_AddGameDirectory (char *dir)
{
Con_DPrintf ("COM_AddGameDirectory (\"%s/%s\")\n",
fs_sharepath->string, dir);
if (strcmp (fs_sharepath->string, fs_userpath->string) != 0)
COM_AddDirectory (va("%s/%s", fs_sharepath->string, dir));
COM_AddDirectory (va("%s/%s", fs_userpath->string, dir));
}
/*
COM_Gamedir
Sets the gamedir and path to a different directory.
*/
void
COM_Gamedir (char *dir)
{
searchpath_t *next;
if (strstr(dir, "..") || strstr(dir, "/")
|| strstr(dir, "\\") || strstr(dir, ":") )
{
Con_Printf ("Gamedir should be a single filename, not a path\n");
return;
}
if (strcmp (gamedirfile, dir) == 0)
return; // still the same
strcpy (gamedirfile, dir);
//
// free up any current game dir info
//
while (com_searchpaths != com_base_searchpaths)
{
if (com_searchpaths->pack)
{
Qclose (com_searchpaths->pack->handle);
free (com_searchpaths->pack->files);
free (com_searchpaths->pack);
}
next = com_searchpaths->next;
free (com_searchpaths);
com_searchpaths = next;
}
//
// flush all data, so it will be forced to reload
//
Cache_Flush ();
if (strcmp (dir, fs_basegame->string) == 0)
return;
if (strcmp (dir, "qw") == 0
&& strcmp (fs_basegame->string, "id1") == 0)
return;
COM_AddGameDirectory (dir);
}
/*
================
SV_Gamedir_f
Sets the gamedir and path to a different directory.
================
*/
void COM_Gamedir_f (void)
{
char *dir;
if (Cmd_Argc() == 1)
{
Con_Printf ("Current gamedir: %s\n", gamedirfile);
return;
}
if (Cmd_Argc() != 2)
{
Con_Printf ("Usage: gamedir <newdir>\n");
return;
}
dir = Cmd_Argv(1);
if (strstr(dir, "..") || strstr(dir, "/")
|| strstr(dir, "\\") || strstr(dir, ":") )
{
Con_Printf ("Gamedir should be a single filename, not a path\n");
return;
}
COM_Gamedir (dir);
if (is_server) {
Info_SetValueForStarKey (svs.info, "*gamedir", dir,
MAX_SERVERINFO_STRING);
}
}
/*
COM_CreateGameDirectory
*/
void
COM_CreateGameDirectory (char *gamename)
{
if (strcmp (fs_userpath->string, FS_USERPATH))
COM_CreatePath (va("%s/%s/dummy", fs_userpath->string,
gamename));
COM_AddGameDirectory (gamename);
}
/*
COM_InitFilesystem
*/
void
COM_Filesystem_Init ( void )
{
int i;
Cmd_AddCommand ("gamedir", COM_Gamedir_f);
/*
start up with basegame->string by default
*/
COM_CreateGameDirectory (fs_basegame->string);
// If we're dealing with id1, use qw too
if (stricmp (fs_basegame->string, "id1") == 0) {
COM_CreateGameDirectory ("qw");
}
if ((i = COM_CheckParm ("-game")) && i < com_argc - 1) {
char *gamedirs = NULL;
char *where;
gamedirs = strdup (com_argv[i+1]);
where = strtok (gamedirs, ",");
while (where) {
COM_CreateGameDirectory (where);
where = strtok (NULL, ",");
}
free (gamedirs);
}
// any set gamedirs will be freed up to here
com_base_searchpaths = com_searchpaths;
}
void
COM_Filesystem_Init_Cvars ( void )
{
fs_sharepath = Cvar_Get ("fs_sharepath", FS_SHAREPATH, CVAR_ROM,
"location of shared (read only) game directories");
fs_userpath = Cvar_Get ("fs_userpath", FS_USERPATH, CVAR_ROM,
"location of your game directories");
fs_basegame = Cvar_Get ("fs_basegame", BASEGAME, CVAR_ROM,
"game to use by default");
}
/*
============
COM_SkipPath
============
*/
char *COM_SkipPath (char *pathname)
{
char *last;
last = pathname;
while (*pathname)
{
if (*pathname=='/')
last = pathname+1;
pathname++;
}
return last;
}
/*
============
COM_StripExtension
============
*/
void COM_StripExtension (char *in, char *out)
{
while (*in && *in != '.')
*out++ = *in++;
*out = 0;
}
/*
============
COM_FileExtension
============
*/
char *COM_FileExtension (char *in)
{
static char exten[8];
int i;
while (*in && *in != '.')
in++;
if (!*in)
return "";
in++;
for (i=0 ; i<7 && *in ; i++,in++)
exten[i] = *in;
exten[i] = 0;
return exten;
}
/*
==================
COM_DefaultExtension
==================
*/
void COM_DefaultExtension (char *path, char *extension)
{
char *src;
//
// if path doesn't have a .EXT, append extension
// (extension should include the .)
//
src = path + strlen(path) - 1;
while (*src != '/' && src != path)
{
if (*src == '.')
return; // it has an extension
src--;
}
strcat (path, extension);
}